RimWorld

RimWorld

Planetside Politics plus Religions
54 Comments
SkunkPlaysGames  [author] 13 Feb, 2023 @ 10:06pm 
Mod conflicts are unpredictable and this mod particularly does not seem to play well with others. That said a mod conflict is not a bug. Expect the unexpected.
Lord of the Hold 6 Feb, 2023 @ 6:08pm 
was that reported issue solved?
мєкση 12 Nov, 2021 @ 10:38pm 
Enjoying the mod as i dont have any DLC but unfortunately there is a bug with the Shuttle Crash event in Vanilla Events Expanded - https://gist.github.com/a6a6b3d165101d6fbaa9d57bf08b8d65

Because of the error the event keeps spawning an infinite amount of downed pawns. I can turn off the event in the mod options but i'm concerned that i may have other issues with modded events later in the game.
SkunkPlaysGames  [author] 6 Jul, 2021 @ 2:37pm 
I have a feeling it will be rendered nonsensical by the Ideology DLC. I will continue to support it since it will function the same for people without the DLC. We'll see but I think it will be more or less rendered obsolete for DLC users.
I blame Earthshaker 6 Jul, 2021 @ 1:58pm 
So is it too early to ask how this would slot into the Ideology systems that are being added?
SkunkPlaysGames  [author] 5 Jul, 2021 @ 2:25am 
Appreciate it!
BloodW0lf 5 Jul, 2021 @ 2:24am 
great mod, I always use it, its a must imo. just wanted to say that lol
SkunkPlaysGames  [author] 5 Jul, 2021 @ 2:23am 
1.3 compatible.
Hades the King 13 Jun, 2021 @ 10:50am 
Is there like, a patch out there that will let the religions in this mod be compatible/work with the religions of rimworld 2.0 made by Castor? Or if you have any plans to make them compatible thankss
BloodW0lf 10 Dec, 2020 @ 2:45am 
Thank you for making this mod! the mod is lovely!
SkunkPlaysGames  [author] 8 Dec, 2020 @ 1:09pm 
Through the use of writing spots/desks. They write them based on their intellectual stat and are converted based on their intellectual stat. Converting pawns' religion is more difficult than converting their political ideology. They also occasionally drop from pods or are available for sale.
BloodW0lf 8 Dec, 2020 @ 5:31am 
how/can I convert paws to a given religion?
I blame Earthshaker 21 Nov, 2020 @ 3:43pm 
The Individuality mod also adds a sub-window system so that certain traits are handled separately, I'll ask if that mod can add a patch for this mod. Prolly won't come to much, but one can always ask...
SkunkPlaysGames  [author] 10 Sep, 2020 @ 12:54am 
It's certainly possible but I don't know how to do that and it's not particularly high on my to-do list. I use [KV] More Trait Slots to make it more manageable. If that's not sufficient than I guess you just have to pick whatever traits are more important to you. The source files for this mod are available on GitHub. If anybody wants to take the baton and run with it then I am fine with that. Just let me know about the new and improved mod when you publish it!
I blame Earthshaker 9 Sep, 2020 @ 10:47pm 
I reiterate, is it possible (or planned) to change the religion and politics traits into a separate sub-system instead of just traits to reduce trait spam? IE in the same way the NSFW version of the SJW mod creates "quirks..." kind of annoying that most pawns seem to spawn with religion or politics or both, supplanting other traits. Not saying I don't like the mod, still want my capitalists to argue with my commies, and religions to argue polytheism vs monotheism!
SkunkPlaysGames  [author] 5 Sep, 2020 @ 12:41am 
Ordinarily they would be, and were, but I patched that a while ago.
Hunor 4 Sep, 2020 @ 10:22pm 
So... it will throw an error for race mods that don't have a predefined faction and such. How about space refugees, they are not affiliated with anyone, are they affected aswell?
SkunkPlaysGames  [author] 4 Sep, 2020 @ 1:55pm 
To clarify, in order to determine whether or not the individual is from on-planet or off-planet, which determines whether or not they have an Earth religion or a local religion, as well as what type of ideology they hold, the mod makes a faction check and a tech level check. If another mod generates pawns that do not have a faction or a tech level, this mod will throw an error. This means that it is incompatible with mods that add pawns that lack factions or tech levels.
SkunkPlaysGames  [author] 1 Sep, 2020 @ 12:52pm 
I am unable to reproduce the error. Until I get additional bug reports I am going to have to chalk it up to a mod incompatibility.
SkunkPlaysGames  [author] 1 Sep, 2020 @ 12:04pm 
Thanks for the report. I'll look into it.
Hunor 1 Sep, 2020 @ 2:19am 
Your mod is breaking pawn generation in quests and joining wanderer. Here is the log https://gist.github.com/01fdd2235126490c68df86783d66463c
SkunkPlaysGames  [author] 16 Jul, 2020 @ 8:48pm 
No.
Moogle 16 Jul, 2020 @ 6:22pm 
Rim of madness is outdated and doesn't fully work sadly, I tried it before.. So I can have my cult killing prisoners in some sort of ritual or nah?
SkunkPlaysGames  [author] 16 Jul, 2020 @ 5:15pm 
There is a human sacrifice religion in this mod if you're just looking for flavor/RP value but it doesn't have a human sacrifice mechanic or anything like that.
Hazardous 16 Jul, 2020 @ 2:02pm 
@Soviet have you tried the Rim of Madness's cult mod?
Moogle 16 Jul, 2020 @ 6:03am 
Looking for a religion mod with human sacrifice ect, would this be it? Everything is out of date or unworking like the Religion mod
I blame Earthshaker 12 Jul, 2020 @ 5:05pm 
Legit mod, but seems to exacerbate trait lists growth (some of my characters are more OP than others...). Besides that, also seems to reduce the number of used traits when applied to spawned pawns (like from raids); not only does it take up a trait slot, also leads to silliness like raid pawns possessing wildly different beliefs even when from same faction... Is it all possible to move/apply religion and politics into a separate identifier system(s) (ie, like quirks in that NSFW mod that will not be named)? More assuming that some form of this system can be "borrowed" and adapted, as opposed to instead being made from scratch... additionally, hoping for empire mod integration!
Hazardous 13 Jun, 2020 @ 7:44pm 
finally my capitalist commune can come to fruition
SkunkPlaysGames  [author] 5 Apr, 2020 @ 10:27pm 
Latest version has a couple of changes:
Fixed crafting priority glitch caused by writing at a crafting spot.
Condensed Exotheology and Political Theory techs into one Advanced Polemics tech.
Created a new neolithic Writing Spot and eliminated writing at Crafting Spots.
SkunkPlaysGames  [author] 5 Apr, 2020 @ 8:13pm 
It's fixed now. You're good to go.
SkunkPlaysGames  [author] 5 Apr, 2020 @ 8:05pm 
I narrowed down the issue. Thanks for telling me about it. I'll fix it ASAP.
ShauaPuta 5 Apr, 2020 @ 7:22pm 
no, I meant all crafting. In my case I had a few bills for tribal wear and bows. That's why this issue was annoying >3>
SkunkPlaysGames  [author] 5 Apr, 2020 @ 1:48pm 
If you have bills for crafting polemics/apologetics those jobs fall under the research/intellectual category despite occurring at the crafting spot.

Your researchers will prioritize writing over researching as research always comes last in priority.

If you'd rather they research than write you have to suspend or delete those bills.
ShauaPuta 5 Apr, 2020 @ 8:11am 
hey, I had an issue in my saves (old & new), and when I trimmed down the mod list I found out that this mod was the culprid.
The issue was that crafting was taking priority over researching/hauling/etc even when crafting job was disabled for the pawn, if there was a bill, the pawn would go craft, no matter what.
I have no idea what caused that, nor if it was some mod incompatibility, but wanted to report
SkunkPlaysGames  [author] 8 Mar, 2020 @ 6:32pm 
Version is now 1.1.3. Major updates include:
Fixed space refugee spawning bug.
Fixed deterioration for certain polemics and apologetics.
Fixed crafting material options for certain polemics and apologetics.
Created thing category for QOL improvement/menu management.

With these changes the mod seems to be in full working order and all known issues have been resolved.

Enjoy!
SkunkPlaysGames  [author] 1 Mar, 2020 @ 7:22pm 
Updated for 1.1 and the old bug affecting space refugees has been fixed. Please report any additional error messages if you encounter them.
Cribbo 10 Feb, 2020 @ 6:16pm 
Aight
SkunkPlaysGames  [author] 8 Feb, 2020 @ 2:07am 
No, I'm not going to make compatibility patches with other mods.
Koi 7 Feb, 2020 @ 8:06pm 
Can you fix? v @skunkplaygames , please.
Cribbo 29 Jan, 2020 @ 2:49pm 
Bugs out with Save Our Ship's shuttle crash event, spawning infinite colonists
Izanami 1 Nov, 2019 @ 8:10pm 
@Vermin Supremacist Not correct. Buddhism is based on actively following the precepts. If you do not, you are not a Buddhist. Period. Islam and Christianity have "Sin", which Buddhism does not. So one can commit a sin and still be Muslim or Christian. If one goes against the precepts, one is no longer a Buddhist. Quite a few Muslims and Christians like to project that concept or borrow. Thus, "Not a Christian (or Muslim)" comments one gets from time to time. But being a bad (evil) Christian or Muslim doesn't make one NOT of those religions. In Buddhism it actually does.

That of course doesn't mean that one can not at a later time return to The Path and Buddhism. But that is a longer discussion. (Balancing (De)Merits removed due to post constrictions.)

But the point is, "No longer of X religion" is a borrowed concept from Buddhism. Where it actually is a truism. Not so much with other "Sin" based religions.
SkunkPlaysGames  [author] 11 Aug, 2019 @ 4:08pm 
@Taemaly, I have since encountered the error you reported. It appears to be relatively rare, encountered once in my 80 hours or so of play time since creating and using the mod. This was a heavily modded game including personal modifications to public mods so it is only anecdotal.
Please continue reporting the issue if you encounter it.
Eternal Night 1 Aug, 2019 @ 2:24am 
Good potential for lulz, please uphold it!
AlexJones1776 31 Jul, 2019 @ 10:39pm 
@Xerxes Did Nothing Wrong, Buddism is a worldly religion, its not about reincarnation but people will put it upon it, to come to grips with it think of it this way:

If i were to go to my neighbors house murder them, steal their belongings & lie about my doings while under the infulence of either hatred, greed or confusion is that a good thing? (in a non moralistic manner)

The answer is no, if you having overcome these three poisons and after consulting: does this positively effect me/them, or negatively effect me/them. Is the answer yes to positive?

Then go for your life.
dinosaur 29 Jul, 2019 @ 8:31pm 
Buddhist fascists are actually a thing - the recent Rohingya genocide was perpetrated by Buddhists and a Buddhist government. You can say "violent Buddhists aren't real Buddhists", but the same can be said for Christianity or any other religion. Considering how the mod functions, its the identities that matter, rather than the doctrine.
SkunkPlaysGames  [author] 9 Jul, 2019 @ 1:31pm 
I'm going to assume it's a mod conflict. Try to reproduce the error with no mods running except PP/PP+R. If anybody encounters the same problem please report it.
Taemaly 9 Jul, 2019 @ 3:10am 
encountered an error : https://pastebin.com/e2rC9a1j
Mr Mojo 27 Jun, 2019 @ 12:20am 
Also some criteria... Can't get enough of those buddist fascists!
Mr Mojo 26 Jun, 2019 @ 11:54pm 
My dear friend these are the things that make rimworld seem real. Hope you continue to work on this as it has some potential. Maybe party mechanics or something in depth. Anyway great pitch, great mod!
Texas Redhawk 31 May, 2019 @ 10:03am 
Disregard previous, I found the writing desk and that I am an idiot.